I'm playing a level 22 pixie brawler fighter and would like to prevent enemies from teleporting out of my grab. What are the most expedient ways to reliably do this?
I found a lair item that prevents teleportation within 10 squares of it but I understand they can't be moved. Can this rule be circumvented by somehow making the item smaller and lighter or hauling it on Tenser's floating disk (it is a statue named Dimensional Anchor)?
I took monk multi-classing and use only my monk unarmed strike to pummel foes, so that weapon is not an option.
Just get a boar tusk helm, gives unarmed proficiency and d10 damage. Then use a feyslaughter. Or just use the feyslaughter as you are now, with the ki implement. The only time you would have to actually use the stats on the feyslaughter is I'd you had a teleporter (I assume you don't have one every encounter?)
Have your party's crafter make you some Dimensional Shackles
Gauntlets of Discontinuity can do it once per encounter, and Foe-Caller Gauntlets have an interesting way of bringing short-range teleporters safely back into your grasp.
It's a level 6 swordmage utility. Daily stance that prevents enemy teleportation within two sqaures of the swordmage. Also enemies further away cannot teleport to a square within 2 of the swordmage.
Hard to get if you've already multi-classed, but thought I'd mention it anyway.
Assassin's Bane, Warlock Utility 2, creates a burst of no teleport, and prevents some other things. Requires a sustain minor though, and can not be repositioned.
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